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Fraymakers! - Indie platform fighter with char creation tools

 August 07, 2022, 04:19:24 am View in topic context
 Posted by Pasty  in Fraymakers! - Indie platform fighter with char creation tools (Started by Pasty August 07, 2022, 04:19:24 am
 Board: Fighting Games

    

Re: [Theme Thread] KOF XII Sprite thread

 May 20, 2022, 05:28:10 pm View in topic context
 Posted by Pasty  in [Theme Thread] KOF XII Sprite thread (Started by Formerly Hoshi April 21, 2010, 10:07:34 pm
 Board: Graphics

Incredible work, I love it.

Couple of questions though. Is it intentional that they look like they don't have pupils? Also, shirtless Ryu's legs got 2x thicker.
    

Re: [Theme Thread] SNK/KOF Sprite thread

 June 06, 2021, 05:38:18 am View in topic context
 Posted by Pasty  in [Theme Thread] SNK/KOF Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:53:18 pm
 Board: Graphics

It's a very good sprite, but I understand why people could say he looks small. It's not that he's the wrong amount of pixels, it's that his proportions look like you enlarged a smaller person to take up more pixels.

Look at his hands and head compared to Rugal, they're both much larger. It makes his body look smaller because of it.
    

Re: Battle Craze!! Type-M (Original Fighting Game Project)

 July 21, 2020, 10:47:57 pm View in topic context
 Posted by Pasty  in Battle Craze!! Type-M (Original Fighting Game Project) (Started by Janis L.C.V. May 02, 2020, 12:09:24 am
 Board: Projects

I'm a big fan of the animations you got there. Gameplay looks solid too.
    

Re: Jumba Elephant by Kazecat

 July 22, 2019, 07:27:53 pm View in topic context
 Posted by Pasty  in Twiggi Bunny by Kazecat (Started by Kazecat July 11, 2019, 11:48:35 pm
 Board: Your Releases, 1.0+

It's a shame that not a lot of people are posting in this thread, as this is truly exceptional, original, professional-grade work that is very rare to find in Mugen. I'll admit the subject matter isn't really my thing, and is probably what's keeping people disengaged, but the technical skill and artistry here deserves to be commended.
    

Re: News graphics for 2d fighting games

 August 22, 2017, 09:13:29 pm View in topic context
 Posted by Pasty  in News graphics for 2d fighting games (Started by segunben18 August 22, 2017, 03:29:55 am
 Board: Graphics

The new engine does seem a lot rougher, it makes it harder to judge.

I think the vector style is fine, but it introduces a couple of issues:
  • The first is that having high res art necessitates having more frames of animation to keep it looking as smooth as in low-res. The choppiness of your new engine makes it hard to see exactly how bad this is for you, but I think it is noticeable.
  • The second issue that when you go high res, you're now competing with a much higher potential quality for the art. Your pixel art looks pretty good compared to other pixel art. Your vector art may or may not be better than your pixel art, but your vector art does not look that great compared to other high-res art. The change in style creates a higher expectation in quality you may not be ready for. That said, most people are not pixel experts the way people on this forum are. The average person will probably not be as affected by this and will think the vector art looks better.
    

Re: How hard is doing background work?

 August 14, 2017, 11:41:01 pm View in topic context
 Posted by Pasty  in How hard is doing background work? (Started by Pasty August 14, 2017, 08:10:07 pm
 Board: Graphics

My personal experience:
1 SF2 character with about 70 frames will take you 2-4 weeks if you work day and night.
1 SF2 stage will take you 3-7 days.
All if you have a design, a style etc down and don't need the conceptualizing process.
Thanks for your input. I'm actually trying to help a friend estimate her own time for a project she's being asked to do. She has experience making sprites on the scale of a single frame of SF2 character animation, but nothing quite so large as a bg. Based on your numbers, the bg comes out to 16.7x as long a single character frame.
    

Re: How hard is doing background work?

 August 14, 2017, 10:22:50 pm View in topic context
 Posted by Pasty  in How hard is doing background work? (Started by Pasty August 14, 2017, 08:10:07 pm
 Board: Graphics

I understand that my time will not equal yours and there's a lot of variables. Hopefully, giving the information I did would let anyone give me an idea of the relative effort. I'm looking for a rough idea of 1 SF2 character sprite (from scratch) vs. 1 SF2 background (from scratch).

My gut tells me it should be about 20x as hard to make the background vs. the character sprite. Is that what you guys would put it at?
    

How hard is doing background work?

 August 14, 2017, 08:10:07 pm View in topic context
 Posted by Pasty  in How hard is doing background work? (Started by Pasty August 14, 2017, 08:10:07 pm
 Board: Graphics

I'm starting an art project and I'm trying to predict how long it will take. It will have large pixel-art scenes, similar to Street Fighter 2 backgrounds. If you have experience doing stuff like this, how much longer does it take you than a character sprite? 10x? More?
    

Re: Power Quest Mugen Edition (DEMO)

 March 17, 2017, 04:30:16 pm View in topic context
 Posted by Pasty  in Power Quest Mugen Edition (DEMO) (Started by Ryon March 16, 2017, 06:25:18 am
 Board: Your Releases, 1.0+

I remember the original game from so long ago. It was great! I had forgotten the name, but I occasionally found myself wanting to know what else that developer had made. Now that you've given me that info, I looked up the dev: Japan System Supply. Small-time guys, never made any other fighters OR rpgs. What a bizarre game for them to have done. I'm so glad someone else liked this game enough to try their hand at a remake, best of luck with it!
    

Re: balmsold´s works/commissions

 October 11, 2016, 06:29:46 pm View in topic context
 Posted by Pasty  in balmsold´s works/commissions (Started by xxxx March 11, 2011, 09:12:07 pm
 Board: Graphics

I really like the Samus animation, but something has bothered me about it every time I saw it. I think it's the animation timings, they don't reflect the shifts in mass that are actually happening. I think using the principles discussed in this video would greatly improve the flow. I think you're intuitively doing it to some degree, but taking a pass with them in mind may benefit you.
    

Science Combat sprites

 March 01, 2016, 06:05:11 pm View in topic context
 Posted by Pasty  in Science Combat sprites (Started by Pasty March 01, 2016, 06:05:11 pm
 Board: Resource Releases

If you're looking for some unique character sprites, this should do well:

http://www.diegosanches.com/201177/8631981/portfolio/science-combat

Diego Sanches made these for Science Combat, a game by Brazil’s Superinteressante magazine, imagining the playable roster (Stephen Hawking, Albert Einstein, Charles Darwin, Marie Curie, Nikola Tesla, Pythagoras and Isaac Newtown) as fighting game characters whose special abilities are based on their scientific discoveries

The game doesn't seem to be released yet, so more content should be coming.
    

Re: Blur effects look better in sprites than 3D models?

 May 29, 2013, 06:21:08 am View in topic context
 Posted by Pasty  in Blur effects look better in sprites than 3D models? (Started by Karasai May 28, 2013, 01:16:29 am
 Board: Graphics

It has to do with the much higher framerate that 3d games have. Blur was originally used in sprites to represent a motion so fast that it exceeded the rate at which the sprites actually switched from one to the next. Putting such an effect into a 3d game with 60fps on character anims is pointless and looks awkward.
    

Re: Soul Calibur WIPS (Tekken Vs. Soul Calibur)

 December 12, 2012, 07:08:18 am View in topic context
 Posted by Pasty  in Soul Calibur WIPS (Tekken Vs. Soul Calibur) (Started by Nexus Games November 03, 2012, 12:59:10 am
 Board: Projects

I saw something on deviantart that made me think of this project. Namco apparently released a mobile phone version of SoulCalibur with 2D sprites, better ones than the Genesis Soul Blade game. Characters have their SC4 costumes.

You can see some sample anims here:
http://fighting-games-elite.deviantart.com/gallery/29085715#/d5dksfd
http://ayashige-doodles.deviantart.com/art/Astaroth-Soul-Calibur-Mobile-326631043
http://alempe.deviantart.com/art/Siegfried-Soul-Calibur-Mobile-326585449?q=gallery%3Aalempe%2F38288687&qo=11
http://alempe.deviantart.com/art/Ivy-Soul-Calibur-Mobile-324502142

I did some digging and actually got this game running on my PC, so it's possible to rip the rest of the sprites. If you're any good with java and non-standard image formats, you may just be able to decompile the entire game and rip it that way. I wasn't successful. If you plan on ripping the old fashioned way, I recommend KEmulator. It has some basic ripping tools.
    

Re: Diepod's Stuff

 November 17, 2011, 03:30:12 pm View in topic context
 Posted by Pasty  in Diepod's Stuff (Started by Diepod August 05, 2010, 01:04:49 am
 Board: Graphics

Very nice, but the the motion blur on the hook makes it look like she's pulling inward instead of punching outward.
    

Re: What style of Stewie sounds best?

 November 01, 2011, 12:24:49 am View in topic context
 Posted by Pasty  in What style of Stewie sounds best? (Started by DarkSpinDoctor October 29, 2011, 10:13:14 pm
 Board: Graphics

I made this a long time ago. You're free to use it if you want.
    

Re: [Theme Thread] KOF XII Sprite thread

 October 26, 2011, 10:17:42 pm View in topic context
 Posted by Pasty  in [Theme Thread] KOF XII Sprite thread (Started by Formerly Hoshi April 21, 2010, 10:07:34 pm
 Board: Graphics



Thanks for all the comments. I kept the weird shading on the horn because it's supposed to be emanating it's own slight glow, not sure if I pulled the effect off. And yeah, he's short. Nightmare is 5' 5".

I had trouble getting transparency working the way I wanted in graphicsgale, so I tried out Pixelformer and I like the program even better than good ol' gg.

So much incredible stuff gets posted here all the time. It really made me push myself to make something I could be proud of.
    

Re: Tyler The Hedgehog.

 October 26, 2011, 05:08:08 pm View in topic context
 Posted by Pasty  in The thread, the myth, the LEGEND: the shit thread (Started by gfw spacezilla August 30, 2007, 01:40:47 pm
 Board: Hall of Fame

    

Re: FJF Sprites Thread

 October 25, 2011, 04:12:57 pm View in topic context
 Posted by Pasty  in FJF Artwork (Taking Commissions) <Rate on Pg.1> (Started by F. James Fernandez April 06, 2011, 04:20:56 am
 Board: Graphics

Well then I suppose it's a style choice. Your style is like the antithesis of JoJo's.
    

Re: FJF Sprites Thread

 October 24, 2011, 04:02:41 pm View in topic context
 Posted by Pasty  in FJF Artwork (Taking Commissions) <Rate on Pg.1> (Started by F. James Fernandez April 06, 2011, 04:20:56 am
 Board: Graphics

I always love your line work, but I feel you lose something when you transition to pixels. Everything comes out too neat and precise, and I don't think it's just because of detail loss. I think you're better than you're letting yourself be.